Jose Fuenteshttp://www.jose-f.com
UX/UI/3DFri, 22 Jun 2018 16:22:10 +0000en-UShourly1https://wordpress.org/?v=4.9.9Trophy Iconshttp://www.jose-f.com/2018/06/trophy-icons/
Fri, 22 Jun 2018 16:15:27 +0000http://www.jose-f.com/?p=3539These are a collection of trophy icons that were made for one of our current games. They were modeled in Maya, textured in Substance Designer and rendered in Modo. These are the ingame icons, which are a subdivided version of the realtime assets that I created.

A collection of trophy icons used for one of our games

Heres a .gif sequence from Unity of the Trophies in a Turn Table

For the real time models, I also created a MattCap that would work with our games lighting conditions. In unity these models are using a Diffuse and Normal map as well

]]>Icons! Icons! Icons!http://www.jose-f.com/2017/12/icons-icons-icons/
Thu, 07 Dec 2017 05:58:10 +0000http://www.jose-f.com/?p=3510Below is a collection of icons that I have made through my years of production. Many Different styles, some old, some not so old.

Some of the icons that I made for Heroes Islands of adventure, an android only release

These are Tiered Currency Icons that I made for an unreleased android game

These are some icons and button states for an unreleased android game

A collection of Racing style icons for an unreleased mobile game

A collection of Vector Icons that were made for High Limit Sports

]]>Demon – Realtime Characterhttp://www.jose-f.com/2017/11/demon-realtime-character/
http://www.jose-f.com/2017/11/demon-realtime-character/#respondTue, 21 Nov 2017 19:06:14 +0000http://www.jose-f.com/?p=3498I just recently finished taking a class taught by Jason Martin or realtime character creation. I am calling this character about 80% done, there still some fixes that I would like to go back and make when I have some time. You can check out the full set of renders of my artstation

This was my final submission for Cubebrush’s Artwar More images can be seen on my art station page:https://www.artstation.com/artist/josefuentes

I recently finished a 3D Character on my spare time. I did it for Cubebrush’s ArtWar This model was made in about 10 weeks putting anywhere from 20-30hrs a week. The idea behind this image was a fantasy character. I ended up drawing out my concept first then started in Maya, then started on Zbrush, Mari, and Marvelous Designer, and eventually ended up in Modo for the render.

I used to play a lot of Mortal Kombat growing up. Still to this day it is my favorite fight game. I was always inspired by all of the art from that game. Once i finished the character and showed it to some of my friends, they would always comment on how he looked like he belonged in Mortal Kombat. Crazy how sometimes you do things almost subconsciously

What a journey it was to create this character, I learned so much and I can’t wait to do it again

]]>http://www.jose-f.com/2017/03/warrior-monk/feed/0Diamond Iconshttp://www.jose-f.com/2017/03/diamond-icons/
http://www.jose-f.com/2017/03/diamond-icons/#respondThu, 16 Mar 2017 04:10:18 +0000http://www.jose-f.com/?p=3465This particular set of Icons was made for a game, that sadly, never made it to full global launch. However, I had a blast making these icons.

This is the final render that is used in game for the Bonus Progressive feature www.jose-f.com

The above render was made for the Bonus Progressive feature that I worked on for. My role in the feature was to create the UX flow, model, surface, texture the 3D elements. Once that was done I retopo’d the High Polymesh and created all the realtime 3D game assets, and baked the textures.

I used the concept art that was created by one of our extremely talented concept artist, Lee Tao to create the animatic. It outlines the basic flow of how the feature works starting from triggering the feature in game, to playing said feature, and finally transitioning back to the slot game.

This image shows the High Poly surfaced model on the left, and the retopo’d model with baked textures on the rightwww.jose-f.com

This image is the first version of the Appstore Image for Pop!Slots, which launched today. For this image I was responsible for the scene assembly, surfacing, lighting, and rendering. Afterwards this image was passed over to one of our Art Directors, for paint overs and color correction.

]]>http://www.jose-f.com/2016/07/popslots-appstore-image/feed/0MyKonami Bingo Render and UX Animatichttp://www.jose-f.com/2016/07/mykonami-bingo-render-and-ux-animatic/
http://www.jose-f.com/2016/07/mykonami-bingo-render-and-ux-animatic/#respondFri, 15 Jul 2016 03:00:36 +0000http://www.jose-f.com/?p=3442I love when i get to be involved in a feature from the very early concept to the fully finished product. For MyKonami I was tasked with creating the UX flow of the entire feature. Below is the final animatic that I delivered which showed the entire flow of the feature

Once the UX flow was approved, the concept artist came up with the look and feel of the Hopper and Horn. My task was then to take the concept model, surface, and render the 3D elements that would then get handed over to the production artist, which would comp it along with their 2D art. The image below shows my 3D model on top with the final comp that was done by our production artist.

For this image i was responsible for the modeling, surfacing and rendering of the 3D elements which then got comped by our production artistswww.jose-f.com

]]>http://www.jose-f.com/2016/07/mykonami-bingo-render-and-ux-animatic/feed/0Bob The Construction Workerhttp://www.jose-f.com/2016/07/bob-the-construction-worker/
Tue, 05 Jul 2016 17:16:47 +0000http://www.jose-f.com/?p=3434This is a mobile model that I made as a proof of concept for work